I\'m in the process of writing a little game to teach myself OpenGL rendering as it\'s one of the things I haven\'t tackled yet. I used SDL before and this same function, while still performing badly,
Apologize if this is too long of a post. I\'m merely trying to get SDL to work in an object oriented fashion - there\'s no point in me moving on until I get past this point. Been spending a fair amoun
I need to suppress \"-arch x86_64 -arch i386\" flags Waf is passing to GCC. I am building an SDL/Opengl application.If I link against 32 bit SDL runtime I get error
The following code is pretty simple. It just draws an image to the screen with a background using SDL. The program I was able to run before hand did fine, referencing everything without a problem.
#include \"main.h\" SDL_Surface* screen; //The screen Surface SDL_Surface* Snake_Body; //The snake surface (shape to draw)
I asked before what libraries to use in haskell to program a game, and got quite nice answers that got me in the right direction.
Does anyone know, how to create two Windows ans both should have an own YUV Overlay with the SDL 1.3 Library?
I have the code int userinput() { while(hasquit == false) { while ( SDL_PollEvent(&event) ) { if ( event.type == SDL_QUIT )
I rewrote Lode\'s raycasting tutorial code to make it process events in a separate thread. I found out that any SDL calls that call xlib functions need to be the main thread, so in this code all funct
At first my code set up the SDL environment, and proceeded to update the OpenGL context, without performing any SDL_Event processing whatsoever. This causes the window, as long as it was open, to appe